
There is a reaction to produce one under the spellcrafts - items menu. You'll first want to find or make a slate. Or delete the folder entirely if you have no intention of using these.ĭirections on how to get started in adventure mode: You must move its contents out into the raw/objects folder for them to take effect just like the modified entity_default.txt file, otherwise the game won't read them. IMPORTANT: There is also a "civ set" folder in the "vanilla entity and extra info" now containing new races and civs that already interact with this mod. Keep in mind that these changes don't take effect until you generate a new world.

Their noble positions are different from the mountain dwarves but should be playable. Even without doing that, the magic effects will be available to a clan of dwarvish wizards that will appear in your world and can be played as a fortress or adventurer.

You can also paste that in the definitions of any modded entities you have.

This will make the magic studying mechanic, alchemy, familiars, among other things available in fortress mode, and allow spellbooks to appear in bags of junk in adventure mode. If you do not have a vanilla entity_default.txt, you can copy/paste the following into the entity definitions for MOUNTAIN and PLAINS: If you have an unmodified, vanilla entity_default.txt, you can simply copy the entity_default.txt in the same folder as this readme into the objects folder to override the base game and allow dwarves and humans to develop magic. As such it is intended to run off of the vanilla DF files and does not modify them.Įxtract the contents of the zip file directly into the game's raw/objects folder. The mod is intended to be compatible with vanilla DF and other lightweight mods which dont change many of the basic game's files. The player can learn magic in both fortress and adventure modes, through multiple means. This mod adds various night creatures, secrets, and ways to learn "magic" through interactions, reactions and syndromes in Dwarf Fortress. Help catching bugs and such from: gnome, Nahere and hertggf With ideas shamelessly stolen from everyone who dares to post on the bay12forums, popular culture, and mythology. Gizogin - who posted the ice spike spell that I used to help me understand other parts of the interaction system, and is still included. Putnam - I like his solutions to problems so much I implement them occasionally if I hit a roadblock. At least some of the ideas I generated of my own accord, even if they aren't entirely original. This is the readme document for the Spellcrafts mod, by Eric Blank.Įric Blank - I did lots of typing and copy/pasting.
